Author: Cavan Scott
Publisher: Titan Comics
ISBN: 1785862804
Category : Comics & Graphic Novels
Languages : en
Pages : 31
Book Description
It’s the nail-biting conclusion to Tekken: Blood Feud! After disappearing following his skirmish with the demon Azazel, Jin Kazama has recently resurfaced, recruiting several of the world’s greatest fighters to help him retrieve a rare artefact from within the Zaibatsu archives before it can fall into the hands of his diabolical grandfather Heihachi. Discovering the true nature of the artefact – an imprisoned Angel – Jin was confronted by Heihachi, who plans to imbue himself with the Angel gene and gain phenomenal powers to rival that of Jin and his son, Kazuya. But with Kazuya also joining the battle, can Jin and his allies put stop to these nefarious plans?
Tekken #4
Author: Cavan Scott
Publisher: Titan Comics
ISBN: 1785862804
Category : Comics & Graphic Novels
Languages : en
Pages : 31
Book Description
It’s the nail-biting conclusion to Tekken: Blood Feud! After disappearing following his skirmish with the demon Azazel, Jin Kazama has recently resurfaced, recruiting several of the world’s greatest fighters to help him retrieve a rare artefact from within the Zaibatsu archives before it can fall into the hands of his diabolical grandfather Heihachi. Discovering the true nature of the artefact – an imprisoned Angel – Jin was confronted by Heihachi, who plans to imbue himself with the Angel gene and gain phenomenal powers to rival that of Jin and his son, Kazuya. But with Kazuya also joining the battle, can Jin and his allies put stop to these nefarious plans?
Publisher: Titan Comics
ISBN: 1785862804
Category : Comics & Graphic Novels
Languages : en
Pages : 31
Book Description
It’s the nail-biting conclusion to Tekken: Blood Feud! After disappearing following his skirmish with the demon Azazel, Jin Kazama has recently resurfaced, recruiting several of the world’s greatest fighters to help him retrieve a rare artefact from within the Zaibatsu archives before it can fall into the hands of his diabolical grandfather Heihachi. Discovering the true nature of the artefact – an imprisoned Angel – Jin was confronted by Heihachi, who plans to imbue himself with the Angel gene and gain phenomenal powers to rival that of Jin and his son, Kazuya. But with Kazuya also joining the battle, can Jin and his allies put stop to these nefarious plans?
Tekken 4
Author: Jeff Barton
Publisher:
ISBN: 9780761539407
Category : Games & Activities
Languages : en
Pages : 148
Book Description
Title Selling Points Sales Ranking: *** - Detailed descriptions, stats, and tips for all characters - Introductions and strategies for new fighters including Christy Monteiro, Craig Marduk, and Steve Fox - Complete moves and combos lists for all fighters - All game modes covered - All time-released characters and hidden modes revealed - Critical strategies for every possible match - Tips on new moves like side-stepping, wall combos and juggles, and position swapping throws
Publisher:
ISBN: 9780761539407
Category : Games & Activities
Languages : en
Pages : 148
Book Description
Title Selling Points Sales Ranking: *** - Detailed descriptions, stats, and tips for all characters - Introductions and strategies for new fighters including Christy Monteiro, Craig Marduk, and Steve Fox - Complete moves and combos lists for all fighters - All game modes covered - All time-released characters and hidden modes revealed - Critical strategies for every possible match - Tips on new moves like side-stepping, wall combos and juggles, and position swapping throws
The Art of Tekken: A Complete Visual History
Author: Nick Hurwitch
Publisher: Dynamite Entertainment
ISBN: 1524113085
Category : Comics & Graphic Novels
Languages : en
Pages : 258
Book Description
Twenty-five years ago, Namco released Tekken and redefined the fighting game genre in three dimensions. Known for its deep gameplay, cutting edge graphics, and operatic lore, Tekken has become synonymous with the PlayStation brand while remaining one of the last vestiges of the arcade. The Art of Tekken: A Complete Visual History follows the series history through a visual feast of iconic games and characters, as well as in-depth interviews with the Bandai Namco developers who made it a reality and the players who made it a phenomenon on its way to becoming one of the best-selling fighting game series in history. It's a complete visual retrospective of one of the most indispensable parts of gaming history, over a quarter century in the making, including art from all seven games of the franchise and more.
Publisher: Dynamite Entertainment
ISBN: 1524113085
Category : Comics & Graphic Novels
Languages : en
Pages : 258
Book Description
Twenty-five years ago, Namco released Tekken and redefined the fighting game genre in three dimensions. Known for its deep gameplay, cutting edge graphics, and operatic lore, Tekken has become synonymous with the PlayStation brand while remaining one of the last vestiges of the arcade. The Art of Tekken: A Complete Visual History follows the series history through a visual feast of iconic games and characters, as well as in-depth interviews with the Bandai Namco developers who made it a reality and the players who made it a phenomenon on its way to becoming one of the best-selling fighting game series in history. It's a complete visual retrospective of one of the most indispensable parts of gaming history, over a quarter century in the making, including art from all seven games of the franchise and more.
Tekken: Blood Feud (complete collection)
Author: Cavan Scott
Publisher: Titan Comics
ISBN: 1785862812
Category : Comics & Graphic Novels
Languages : en
Pages : 113
Book Description
“A concise and well-illustrated introduction to the world of the Bandai-Namco video game.” – Big Comic Page “Andie Tong’s art is perfect.” – Nerdly “A raucous good time!” – comicbook.com For 40 years a civil war has raged within the Mishima family, one that has pitted father against son, grandfather against grandson, in the quest for fortune and glory. Now something emerges that threatens to tear not only this broken dynasty – but the entire known universe – asunder! It’s going to take the world’s best fighters to combat this ancient evil – the King of the Iron Fist Tournament awaits! Based on the biggest fighting game franchise of all time, Tekken: Blood Feud offers high-octane action and compelling character-driven storylines, bringing the fight right to the comic page! Collects Tekken: Blood Feud #1-4
Publisher: Titan Comics
ISBN: 1785862812
Category : Comics & Graphic Novels
Languages : en
Pages : 113
Book Description
“A concise and well-illustrated introduction to the world of the Bandai-Namco video game.” – Big Comic Page “Andie Tong’s art is perfect.” – Nerdly “A raucous good time!” – comicbook.com For 40 years a civil war has raged within the Mishima family, one that has pitted father against son, grandfather against grandson, in the quest for fortune and glory. Now something emerges that threatens to tear not only this broken dynasty – but the entire known universe – asunder! It’s going to take the world’s best fighters to combat this ancient evil – the King of the Iron Fist Tournament awaits! Based on the biggest fighting game franchise of all time, Tekken: Blood Feud offers high-octane action and compelling character-driven storylines, bringing the fight right to the comic page! Collects Tekken: Blood Feud #1-4
Half-Real
Author: Jesper Juul
Publisher: MIT Press
ISBN: 0262284138
Category : Games & Activities
Languages : en
Pages : 245
Book Description
An in-depth analysis of game development and rules and fiction in video games—with concrete examples, including The Legend of Zelda, Grand Theft Auto, and more A video game is half-real: we play by real rules while imagining a fictional world. We win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game. In this thought-provoking study, Jesper Juul examines the constantly evolving tension between rules and fiction in video games. Discussing games from Pong to The Legend of Zelda, from chess to Grand Theft Auto, he shows how video games are both a departure from and a development of traditional non-electronic games. The book combines perspectives from such fields as literary and film theory, computer science, psychology, economic game theory, and game studies, to outline a theory of what video games are, how they work with the player, how they have developed historically, and why they are fun to play. Locating video games in a history of games that goes back to Ancient Egypt, Juul argues that there is a basic affinity between games and computers. Just as the printing press and the cinema have promoted and enabled new kinds of storytelling, computers work as enablers of games, letting us play old games in new ways and allowing for new kinds of games that would not have been possible before computers. Juul presents a classic game model, which describes the traditional construction of games and points to possible future developments. He examines how rules provide challenges, learning, and enjoyment for players, and how a game cues the player into imagining its fictional world. Juul’s lively style and eclectic deployment of sources will make Half-Real of interest to media, literature, and game scholars as well as to game professionals and gamers.
Publisher: MIT Press
ISBN: 0262284138
Category : Games & Activities
Languages : en
Pages : 245
Book Description
An in-depth analysis of game development and rules and fiction in video games—with concrete examples, including The Legend of Zelda, Grand Theft Auto, and more A video game is half-real: we play by real rules while imagining a fictional world. We win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game. In this thought-provoking study, Jesper Juul examines the constantly evolving tension between rules and fiction in video games. Discussing games from Pong to The Legend of Zelda, from chess to Grand Theft Auto, he shows how video games are both a departure from and a development of traditional non-electronic games. The book combines perspectives from such fields as literary and film theory, computer science, psychology, economic game theory, and game studies, to outline a theory of what video games are, how they work with the player, how they have developed historically, and why they are fun to play. Locating video games in a history of games that goes back to Ancient Egypt, Juul argues that there is a basic affinity between games and computers. Just as the printing press and the cinema have promoted and enabled new kinds of storytelling, computers work as enablers of games, letting us play old games in new ways and allowing for new kinds of games that would not have been possible before computers. Juul presents a classic game model, which describes the traditional construction of games and points to possible future developments. He examines how rules provide challenges, learning, and enjoyment for players, and how a game cues the player into imagining its fictional world. Juul’s lively style and eclectic deployment of sources will make Half-Real of interest to media, literature, and game scholars as well as to game professionals and gamers.
Red Hot Chili Peppers FAQ
Author: Dan Bogosian
Publisher: Rowman & Littlefield
ISBN: 1493051423
Category : Music
Languages : en
Pages : 387
Book Description
From their humble beginnings as friends in high school, to playing strip clubs in nothing but well-placed socks, through a struggle to find the right guitarist, to the present day, Red Hot Chili Peppers FAQ chronicles the adventures of the best-selling alternative rock band of all time. No other book goes through each era of the band's history. Unlike other band biographies, Red Hot Chili Peppers FAQ digs into the trivia that hardcore fans obsess over: every recorded (and unreleased) song and their origins, the story behind each band member's every tattoo, and every piece of gear each band member past and present has ever used. Ever wonder why current drummer Chad Smith switched drum companies? Or how Flea and Dave Navarro ended up recording with Alanis Morissette on "You Oughta Know"? Just when did Anthony Kiedis meet current guitarist Josh Klinghoffer for the first time? When did Kiedis first try harder drugs? How did Cher end up as a babysitter for young Kiedis? When did Buckethead try out for the band? Who currently owns the mansion where they recorded Blood Sugar Sex Magik? All the answers lay in the pages of Red Hot Chili Peppers FAQ.
Publisher: Rowman & Littlefield
ISBN: 1493051423
Category : Music
Languages : en
Pages : 387
Book Description
From their humble beginnings as friends in high school, to playing strip clubs in nothing but well-placed socks, through a struggle to find the right guitarist, to the present day, Red Hot Chili Peppers FAQ chronicles the adventures of the best-selling alternative rock band of all time. No other book goes through each era of the band's history. Unlike other band biographies, Red Hot Chili Peppers FAQ digs into the trivia that hardcore fans obsess over: every recorded (and unreleased) song and their origins, the story behind each band member's every tattoo, and every piece of gear each band member past and present has ever used. Ever wonder why current drummer Chad Smith switched drum companies? Or how Flea and Dave Navarro ended up recording with Alanis Morissette on "You Oughta Know"? Just when did Anthony Kiedis meet current guitarist Josh Klinghoffer for the first time? When did Kiedis first try harder drugs? How did Cher end up as a babysitter for young Kiedis? When did Buckethead try out for the band? Who currently owns the mansion where they recorded Blood Sugar Sex Magik? All the answers lay in the pages of Red Hot Chili Peppers FAQ.
Japanese Culture Through Videogames
Author: Rachael Hutchinson
Publisher: Routledge
ISBN: 0429655940
Category : Games & Activities
Languages : en
Pages : 497
Book Description
Examining a wide range of Japanese videogames, including arcade fighting games, PC-based strategy games and console JRPGs, this book assesses their cultural significance and shows how gameplay and context can be analyzed together to understand videogames as a dynamic mode of artistic expression. Well-known titles such as Final Fantasy, Metal Gear Solid, Street Fighter and Katamari Damacy are evaluated in detail, showing how ideology and critique are conveyed through game narrative and character design as well as user interface, cabinet art, and peripherals. This book also considers how ‘Japan’ has been packaged for domestic and overseas consumers, and how Japanese designers have used the medium to express ideas about home and nation, nuclear energy, war and historical memory, social breakdown and bioethics. Placing each title in its historical context, Hutchinson ultimately shows that videogames are a relatively recent but significant site where cultural identity is played out in modern Japan. Comparing Japanese videogames with their American counterparts, as well as other media forms, such as film, manga and anime, Japanese Culture Through Videogames will be useful to students and scholars of Japanese culture and society, as well as Game Studies, Media Studies and Japanese Studies more generally.
Publisher: Routledge
ISBN: 0429655940
Category : Games & Activities
Languages : en
Pages : 497
Book Description
Examining a wide range of Japanese videogames, including arcade fighting games, PC-based strategy games and console JRPGs, this book assesses their cultural significance and shows how gameplay and context can be analyzed together to understand videogames as a dynamic mode of artistic expression. Well-known titles such as Final Fantasy, Metal Gear Solid, Street Fighter and Katamari Damacy are evaluated in detail, showing how ideology and critique are conveyed through game narrative and character design as well as user interface, cabinet art, and peripherals. This book also considers how ‘Japan’ has been packaged for domestic and overseas consumers, and how Japanese designers have used the medium to express ideas about home and nation, nuclear energy, war and historical memory, social breakdown and bioethics. Placing each title in its historical context, Hutchinson ultimately shows that videogames are a relatively recent but significant site where cultural identity is played out in modern Japan. Comparing Japanese videogames with their American counterparts, as well as other media forms, such as film, manga and anime, Japanese Culture Through Videogames will be useful to students and scholars of Japanese culture and society, as well as Game Studies, Media Studies and Japanese Studies more generally.
Encyclopedia of Video Games [2 volumes]
Author: Mark J. P. Wolf
Publisher: Bloomsbury Publishing USA
ISBN: 0313379378
Category : Social Science
Languages : en
Pages : 788
Book Description
This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300 entries from 97 contributors, including Ralph Baer and Nolan Bushnell, founders of the video game industry and some of its earliest games and systems. Contributing authors also include founders of institutions, academics with doctoral degrees in relevant fields, and experts in the field of video games. Organized alphabetically by topic and cross-referenced across subject areas, Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming will serve the needs of students and other researchers as well as provide fascinating information for game enthusiasts and general readers.
Publisher: Bloomsbury Publishing USA
ISBN: 0313379378
Category : Social Science
Languages : en
Pages : 788
Book Description
This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300 entries from 97 contributors, including Ralph Baer and Nolan Bushnell, founders of the video game industry and some of its earliest games and systems. Contributing authors also include founders of institutions, academics with doctoral degrees in relevant fields, and experts in the field of video games. Organized alphabetically by topic and cross-referenced across subject areas, Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming will serve the needs of students and other researchers as well as provide fascinating information for game enthusiasts and general readers.
Latinos and Narrative Media
Author: F. Aldama
Publisher: Springer
ISBN: 1137361786
Category : Social Science
Languages : en
Pages : 472
Book Description
This is the first book to explore the multitude of narrative media forms created by and that feature Latinos in the twenty-first century - a radically different cultural landscape to earlier epochs. The essays present a fresh take informed by the explosion of Latino demographics and its divergent cultural tastes.
Publisher: Springer
ISBN: 1137361786
Category : Social Science
Languages : en
Pages : 472
Book Description
This is the first book to explore the multitude of narrative media forms created by and that feature Latinos in the twenty-first century - a radically different cultural landscape to earlier epochs. The essays present a fresh take informed by the explosion of Latino demographics and its divergent cultural tastes.
Report of the Chief of Engineers, U.S. Army
Author: United States. Army. Corps of Engineers
Publisher:
ISBN:
Category : Harbors
Languages : en
Pages : 1462
Book Description
Publisher:
ISBN:
Category : Harbors
Languages : en
Pages : 1462
Book Description